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16,836 Commits over 1,277 Days - 0.55cph!

1 Year Ago
Compile addons in tools GameData.LoadEntitiesFromPackage works with addons Save / load map entities' addon packages to meta data Download and use addons specified by the map at runtime for local maps Entity tool can use packaged addons tagged map + entity Mount addons from map package meta MapAddons When publishing a map, set meta MapAddons from the map's metadata ( messy, improvements to be made since it's a single asset workflow really ) Use vmap asset not vpk asset Don't save #local in ident to vmap meta
1 Year Ago
Don't try to deallocate error resource, because this is a thing that happens apparently :S
1 Year Ago
Dont use GetErrorResource, it's fucking us up
1 Year Ago
Don't try to set default textures for raw material that has error shader
1 Year Ago
assign layer shader to error resource if it couldn't load the shader we want
1 Year Ago
null check resource data when deallocating shader resource (can this even happen tho?)
1 Year Ago
Make mat_print_shader_info work again
1 Year Ago
Make mat_print_shaders work again, mostly just for my own use
1 Year Ago
Just get rid of FreeAllUnreferencedData, shaders are destroyed when resource is, so this shouldn't be needed and if it is we can do it better anyway particle procedural mat uses shaders/spritecard.shader for shader keyvalue
1 Year Ago
Easy case for delegate methods from non-swapped assemblies Failing delegate swap involving same-named methods Strategies for fixing HotloadTests.Delegate11
1 Year Ago
Don't free shaders for unused static combos until I figure out why it's crashing
1 Year Ago
More diagnostics for TestAccessControl and OnAddonsCompile with scopes of each stage Fix asset.party sound(scapes) not loading for local maps unless they were opened in Hammer first Fixed Game Launcher play button not working on game start when the selected item is the first one Added upgraded docking system Fixed an issue with bind proxies change detection Fixes cases when the value of a bind proxy target or source changes after assigned but before the hash was calculated., making the 2 sides desynced until the next value change. Fixes sboxgame/issues/issues/2594 Minor cleanups Revert "Fixed an issue with bind proxies change detection" This reverts commit 25876a3af2d31f764e5ccbcc3774b36b39b992e1. Remove DisplayInfo.For cache, it sucked hard under parallelization - after thinking about the best way to do it, it doesn't need to be done really.. Can use TypeLibrary.GetDescription<T>() instead where it's already cached Fix Hammer Asset Browser not creating Update Facepunch.SymStore to .NET 7 Update Facepunch.SymStore.exe Fix crash caused by invalid vertex stages trying to be loaded on material compilation Embed shader macros so we know what combos are set when viewing shader debug info Update Facepunch.SymStore.exe Make Window.StatusBar able to handle late initialization of statusBar() - fixes Hammer asset browser assets disappearing due to native ptr in StatusBar being null Citizen/animgraph: increased long idle tag trigger time from 5 to 60 seconds Fixed an issue with bind proxies change detection but passes tests now Fixes cases when the value of a bind proxy target or source changes after assigned but before the hash was calculated., making the 2 sides desynced until the next value change. Fixes sboxgame/issues/issues/2594 Merge branch 'master' of sbox "Projcet" -> "Project" Merge remote-tracking branch 'origin/master' into hotload-fixes Get rid of soon-to-be-unused "context" arg in OnTryCreateNewInstance Some more permutations of lambda method types Big DelegateUpgrader rewrite * A lot more careful about matching generated methods that change name * Fixed case where swapping unchanged code would substitute in the wrong lambda method * Now replace lambdas we can't find a match for with one that throws a helpful error (before they would become null)
1 Year Ago
Build content
1 Year Ago
Copy over changes for shader resources Remove old .vfx, .vcs Forgot some vpc files Build content Update assettypes.txt Update resourcecompilersystem.cpp Forgot shader asset type images Impl GetErrorResource for shader type manager so we get an error shader when shader can't be found Enable all modes for error shader Recompile all core shader resources from master Update high_quality_reflections shader Recompile base shaders Update Graphics.Paint and PanelRenderer Update shaders.def Make damn sure all shaders are packed from vcs from master Material doesn't grab shaders from resource system anymore until I figure out why it was fucking up Switch back to using resource system to get shaders for material, remove vfx dictionary Free shaders for static combos that have zero ref count Destroy static combo shaders when deallocating shader resource Create all modes for error material.. again Switch to error resource if setting up static combos for mode fails Switch to ResourceIsError for other places that need to check if a shader is error Remove deallocate logs Simplify mat_reloadshaders, just do a shader and used materials blocking reload Fix assert on material layer destructor, static combo ref count should be fine to be zero here, we probably should reloaded shader update all_shaders.txt Allow access to material attributes without asserting, if modes have loaded Delete me_shaderselect.cpp Don't publish core/*.shader to steam 🦆 Update vfx_compile_helpers_d3d11.cpp update content from master Merge branch 'master' into shader-resources update core materials from master Add shader macros back in Fix crash hopefully stopping build-content from failing Merge pull request #651 from Facepunch/shader-resources Shader resources
1 Year Ago
Merge fixes incompatible
1 Year Ago
Fixed changing asset types breaking paths with spaces in Asset Browser Added asset type locations to Everything in Hammer https://files.facepunch.com/rubat/1b0111b1/4YRjDUkg2p.png This only includes stuff that can be drag'n'dropped in Hammer Fix soundscape drag'n'drop not applying offset from hit surface New Outfit! - Bomber Jacket https://files.facepunch.com/daniel/1b0111b1/slack_sEoatXbAqn.png LODs and skinning adjustments coming. aoproxies: fix crash when a non-anim sceneobject has bones and aoproxies, the game used to override sceneobjects to be anim so this code made assumptions aoproxies: optimize loop over aoProxies by ref instead of copying Add SceneParticles.SetControlPoint that takes a snapshot Cleanup AO functions Make sure we have scene worlds before fetching one for the shape manager CShapeManager: all of this should be const auto& Can we stop pushing `#pragma optimize("",off)` to master Remove vr_ prefix from things that aren't actually dependent on VR vr_msaa is VR exclusive Typo :S Bomber Jacket LODs Plus adjustments to Hivis Jacket LOD3 shape Recursive content recompile Skater Helmet LODs + Modeldoc adjustments to Hivis light prefabs tweak, adding missing LOD to some models, model physic setup Merge branch 'master' of sbox Smart Jacket LODs removing test asset Merge branch 'master' of sbox Added Input.SetViewAngles - actually sets view angles Use Input.SetViewAngles for setpos/setang & Game.MoveToSpawnpoint Added Go To option to entity list in tools (uses setpos concommand) Fix cable_dynamic entity not existing Merge branch 'master' into custom-client-input
1 Year Ago
More diagnostics for TestAccessControl and OnAddonsCompile with scopes of each stage Fix asset.party sound(scapes) not loading for local maps unless they were opened in Hammer first Fixed Game Launcher play button not working on game start when the selected item is the first one Added upgraded docking system Fixed an issue with bind proxies change detection Fixes cases when the value of a bind proxy target or source changes after assigned but before the hash was calculated., making the 2 sides desynced until the next value change. Fixes sboxgame/issues/issues/2594 Minor cleanups Revert "Fixed an issue with bind proxies change detection" This reverts commit 25876a3af2d31f764e5ccbcc3774b36b39b992e1. Remove DisplayInfo.For cache, it sucked hard under parallelization - after thinking about the best way to do it, it doesn't need to be done really.. Can use TypeLibrary.GetDescription<T>() instead where it's already cached Fix Hammer Asset Browser not creating Update Facepunch.SymStore to .NET 7 Update Facepunch.SymStore.exe Fix crash caused by invalid vertex stages trying to be loaded on material compilation Embed shader macros so we know what combos are set when viewing shader debug info Update Facepunch.SymStore.exe Make Window.StatusBar able to handle late initialization of statusBar() - fixes Hammer asset browser assets disappearing due to native ptr in StatusBar being null Citizen/animgraph: increased long idle tag trigger time from 5 to 60 seconds Fixed an issue with bind proxies change detection but passes tests now Fixes cases when the value of a bind proxy target or source changes after assigned but before the hash was calculated., making the 2 sides desynced until the next value change. Fixes sboxgame/issues/issues/2594 Merge branch 'master' of sbox "Projcet" -> "Project" Fix crash when closing console and restoring default layout Fix unable to close/open game view dock Arrange View/ menu alphabetically Fix gameframe fullscreen Give Hammer asset browser object name and icon again Merge branch 'master' into custom-client-input
1 Year Ago
Add shader macros back in Fix crash hopefully stopping build-content from failing
1 Year Ago
Added Input.SetViewAngles - actually sets view angles Use Input.SetViewAngles for setpos/setang & Game.MoveToSpawnpoint Added Go To option to entity list in tools (uses setpos concommand) Fix cable_dynamic entity not existing
1 Year Ago
update core materials from master
1 Year Ago
light prefabs tweak, adding missing LOD to some models, model physic setup Merge branch 'master' of sbox Smart Jacket LODs removing test asset Merge branch 'master' of sbox Merge branch 'master' into shader-resources
1 Year Ago
removing test asset Merge branch 'master' of sbox
1 Year Ago
Smart Jacket LODs
1 Year Ago
update content from master
1 Year Ago
Update vfx_compile_helpers_d3d11.cpp
1 Year Ago
Copy over changes for shader resources Remove old .vfx, .vcs Forgot some vpc files Build content Update assettypes.txt Update resourcecompilersystem.cpp Forgot shader asset type images Impl GetErrorResource for shader type manager so we get an error shader when shader can't be found Enable all modes for error shader Recompile all core shader resources from master Update high_quality_reflections shader Recompile base shaders Update Graphics.Paint and PanelRenderer Update shaders.def Make damn sure all shaders are packed from vcs from master Material doesn't grab shaders from resource system anymore until I figure out why it was fucking up Switch back to using resource system to get shaders for material, remove vfx dictionary Free shaders for static combos that have zero ref count Destroy static combo shaders when deallocating shader resource Create all modes for error material.. again Switch to error resource if setting up static combos for mode fails Switch to ResourceIsError for other places that need to check if a shader is error Remove deallocate logs Simplify mat_reloadshaders, just do a shader and used materials blocking reload Fix assert on material layer destructor, static combo ref count should be fine to be zero here, we probably should reloaded shader update all_shaders.txt Allow access to material attributes without asserting, if modes have loaded Delete me_shaderselect.cpp Don't publish core/*.shader to steam 🦆
1 Year Ago
light prefabs tweak, adding missing LOD to some models, model physic setup Merge branch 'master' of sbox
1 Year Ago
Skater Helmet LODs + Modeldoc adjustments to Hivis
1 Year Ago
Recursive content recompile
1 Year Ago
Compile addons in tools GameData.LoadEntitiesFromPackage works with addons Save / load map entities' addon packages to meta data Download and use addons specified by the map at runtime for local maps Entity tool can use packaged addons tagged map + entity Mount addons from map package meta MapAddons When publishing a map, set meta MapAddons from the map's metadata ( messy, improvements to be made since it's a single asset workflow really )
1 Year Ago
Don't publish core/*.shader to steam 🦆
1 Year Ago
Bomber Jacket LODs Plus adjustments to Hivis Jacket LOD3 shape
1 Year Ago
Don't ship core/*.shader files to steam
1 Year Ago
Typo :S
1 Year Ago
vr_msaa is VR exclusive
1 Year Ago
Remove vr_ prefix from things that aren't actually dependent on VR
1 Year Ago
CShapeManager: all of this should be const auto& Can we stop pushing `#pragma optimize("",off)` to master
1 Year Ago
Make sure we have scene worlds before fetching one for the shape manager
1 Year Ago
Cleanup AO functions
1 Year Ago
Add SceneParticles.SetControlPoint that takes a snapshot
1 Year Ago
Delete me_shaderselect.cpp
1 Year Ago
aoproxies: fix crash when a non-anim sceneobject has bones and aoproxies, the game used to override sceneobjects to be anim so this code made assumptions aoproxies: optimize loop over aoProxies by ref instead of copying
1 Year Ago
New Outfit! - Bomber Jacket https://files.facepunch.com/daniel/1b0111b1/slack_sEoatXbAqn.png LODs and skinning adjustments coming.
1 Year Ago
Fixed changing asset types breaking paths with spaces in Asset Browser Added asset type locations to Everything in Hammer https://files.facepunch.com/rubat/1b0111b1/4YRjDUkg2p.png This only includes stuff that can be drag'n'dropped in Hammer Fix soundscape drag'n'drop not applying offset from hit surface
1 Year Ago
Tie vr_foveated_rendering to autofidelity, optimize shaders a bit
1 Year Ago
Give Hammer asset browser object name and icon again
1 Year Ago
Fix crash when closing console and restoring default layout Fix unable to close/open game view dock Arrange View/ menu alphabetically Fix gameframe fullscreen
1 Year Ago
Allow access to material attributes without asserting, if modes have loaded
1 Year Ago
"Projcet" -> "Project"
1 Year Ago
Diagnostic fixes Move Debug Overlay options Asset party type selector Move TagPicker to TagPicker files Fix NRE when hotloading after closing hammer TagEdit - updated asset browser & publisher https://files.facepunch.com/garry/cfb1e92e-6654-43c7-95ec-b587a7fe34b4.png Move Map/MaterialMenu files Update AssertNotPreSpawn message Fixed EntityComponent.Entity being null in OnDeactivate Merge branch 'master' into custom-client-input Asset Browser handle spaces better https://files.facepunch.com/garry/0c89437d-84c0-439e-85e5-6fb5e5232f8b.png Fixed comboboxes in assets firing OnChanged event when first created Also fixed not changing the combo box selected item firing OnChanged event SoundEvent preview extra uses Audio.Play Some documentation UI2: Hook up "not-allowed" cursor type Update citizen eyes materials Fix assets not firing PostReload when updated from memory New Outfit Piece! - Skater Helmet https://files.facepunch.com/daniel/1b2911b1/sbox-dev_M98p5o19LV.png WIP and in need of LODs that will be coming ASAP. Add a palette to the color picker Add ParticleSnapshot resource class Bind UpdateParticleSnapshotFromVertices Add Particles.SetSnapshot from resource Allow procedural particle snapshot to be created from managed Add ParticleSnapshot.Vertex Update particle snapshot from vertices Documentation Include creation time in snapshot vertex Show facets in asset browser https://files.facepunch.com/garry/ad56d755-b646-4e12-a854-f43e1b1cad49.png Fix ParticleSnapshotVertex_t being incorrect Hammer API: Add event Selection.OnChanged which fires when your selection set changes Fix crash with Hammer.MapAsset when there's no map asset Hammer Asset Browser: Add @selected and @inmap tag filters https://files.facepunch.com/matt/1b2911b1/sbox_zPl9iqmF1Z.png @selected shows map mesh materials too Add Hammer specific locations to asset browser for Selected, In Map, Prefabs https://files.facepunch.com/matt/1b2911b1/sbox_CTSLP9Ccz5.png Hammer: Make default Asset Browser the C# one, label legacy as legacy and tuck it away in View -> Toolbars Don't cock up MainAssetBrowser with double spacing Fix not being able to load maps by path, usually from launching map with Hammer or building cubemaps Fix SceneSunLight using invalid native pointer Don't obsolete Texture.CreateArray, 2d texture arrays and 3d textures aren't the same thing Actually hook up a count for TextureArrayBuilder to work.. Updated to .NET 7.0 and C#11 Please update Visual Studio if you're experiencing issues with it. Read more about what's new here: https://devblogs.microsoft.com/dotnet/announcing-dotnet-7/ Skater Helmet Reskins White Checker and Camo Skater Helmet skins Sorting out the Sub categories of the tops and bottoms Hammer: Update sound(scape) drop targets to use file paths Also allows drag'n'dropping asset.party soundscapes. Map compiler does not complain about invalid format of unset sounds Fix handle leak in RenderTools.ResolveDepth/FrameBuffer causing huge vram leaks when using glow Fix compiler refs to System.Security.Cryptography, in .NET 7 they've merged the 5 dlls into 1 Hammer: Selection API only supports object mode currently, fixes crashes using it when the active selection mode is non-object Fix material editor not writing to image meta, fixes texture settings Allow boneless hitboxes Add a dict of native to manged materials so we can grab them from native Merge branch 'master' into custom-client-input